Market Research for the Video Game Industry

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Our Services

Online Survey Research for $10K

Focus Groups for less than $4K per group

Usability Testing from $2K

Sample-Only for $1K

iPhone / Smartphone Research

Become a Playtester

Want to earn cash or free games for participating in one of our online surveys or in-person playtests? Click here for more information on joining our invitation list.

Focus Groups

VGMarket offers focus groups for Concept Testing and Playtesting.

1) Recruiting

  • 80-100 respondents participate in a concept test.
  • There are 10 groups with 8-10 respondents per group.
  • Groups may take place in any city worldwide.

2) Overall Theme

  • Respondents evaluate one or more new videogame concepts based on storyboards or early video footage.
  • Unpopular ideas will be discarded before investment decisions are made, and promising concepts will be refined into a working theme.

3) Gameplay

  • Respondents evaluate potential gameplay mechanics.
  • Working within the theme, the group will brainstorm and propose new ideas for the developers to consider.

4) Art Style

  • Test various art styles to find the direction that resonates with the target audience.

5) Results

  • The client will receive a comprehensive report within 72 hours upon completion of the final group in each city.
  • Live Streaming Video, Integrated Real-Time Chat, and DVD Recording services are included at no additional charge.
    • Up to twenty-five people can simultaneously view the group discussion online from anywhere in the world.
    • Type questions into an integrated chat window, and the moderator will relay them directly to the respondents.
    • Receive a DVD recording of all group discussions.

1) Recruiting

  • 80-100 respondents participate in a playtest.
  • There are 10 groups with 8-10 respondents per group.
  • Groups may take place in any city worldwide.

2) Gaming

  • The length of each session is customizable.
  • Depending on the goals of the playtest, respondents play can individually, cooperatively, or competitively.

3) Survey

  • Each respondent completes a survey individually before communicating with other participants.

4) Group Discussion

  • After individual responses are locked in, all respondents participate in a moderated group discussion.
  • Live Streaming Video, Integrated Real-Time Chat, and DVD Recording services are included at no additional charge.
    • Up to twenty-five people can simultaneously view the group discussion online from anywhere in the world.
    • Type questions into an integrated chat window, and the moderator will relay them directly to the respondents.
    • Receive a DVD recording of all group discussions.

5) Results

  • The client will receive a comprehensive report within 72 hours upon completion of the final group in each city.

1) Recruiting

  • Online survey administered by email to anywhere between 250 and 2000 respondents, depending on the type of research.
  • The sample of respondents will consistent of those who have purchased or played the product.

2) Techniques

  • Customer Satisfaction
    • Quantify the consumer's overall satisfaction and intent to purchase a sequel.
    • Break the game down into its individual features and obtain quality scores on every detail.
    • Correlate feature scores to overall satisfaction and purchase intent of a sequel to identify the areas most in need of improvement.
    • Elicit open-ended feedback to obtain insights for future iterations.

  • Micro-Transactional Conjoint Analysis
    • Test the appeal of various micro-transactional product offerings prior to making a development investment.
    • Determine the optimal price point for each micro-transaction such that cannibalization is minimized and total profit is maximized across the product line.